Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Artwork: cards, lobby illustrations and achievement icons were pregenerated with AI image tools and rewritten by hand. The visual style was reviewed and rewritten artist.
Text: The German and Italian localizations were made with AI translation.
Ludus Magna uses pre-generated, AI-assisted content created during development. This includes parts of the game's visual content such as character portraits, backgrounds and other illustrations, as well as AI-assisted text and localization. All content is selected, edited and reviewed by the developer before being included in the game. No generative AI content is created while the game is running.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
The store artwork and some store page text were created with the help of generative AI tools and reviewed and edited by the developer. ShelfSpace itself does not generate any content with AI while it runs.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
This game was made by a solo developer with the help of AI tools. Some of the pixel art was drawn by hand by the developer and then revised with AI tools. Other art (including the logo, interface icons, menu backgrounds and some terrain tiles) was created with an AI pixel-art tool and then edited by the developer. The music and sound effects are synthesized in code, and were composed and designed with the help of an AI assistant. Some in-game text, such as the Field Guide and tutorial tips, was drafted with AI assistance and edited by the developer. No AI is used while you play: nothing is generated live, and the game never connects to an AI service.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Signarchy was developed with the help of an AI coding assistant (Anthropic's Claude). It was used to write program code and to draft in-game text such as level descriptions, tutorial lines and translations. All of it was directed, reviewed, tested and edited by the developer.
The game itself contains no generative AI. Nothing is generated while you play: the traffic simulation is deterministic and runs entirely on your computer, without any connection to AI services. The 3D models are built procedurally from our own scripts, and road sign artwork follows official national standards.
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay.
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
Generative AI tools were used during development to create certain content included with the game:
Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures.
Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds.
Music: A portion of the in-game music was generated using AI music tools.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Parts of the game's code, interface art, store artwork and store text were created with the help of AI tools and then reviewed and edited by the developer. Nothing is generated by AI while you play.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
Generative AI tools were used to create store artwork and portions of in-game text, customer support dialogue, and German/English localization during development. Development also used AI-assisted programming. The current build does not generate content during gameplay or connect to an external AI service.
Generative AI was used to create promotional store artwork and assist with written store descriptions. The game includes Midnight Cocktails, an instrumental background-music track created with Suno. It contains no sung or spoken words.
This game uses generative AI tools for the creation of certain static visual assets, including background images, loading screens, character portraits, marketing materials, and depictions of aircraft.
Text content (both language editions and the store page) and graphics were created with the assistance of generative AI (Claude by Anthropic) and reviewed and approved by the developer. Sound effects are taken from a free online sound library (CC0 and CC BY) and are not AI-generated. The game does not generate any content with AI while running.
Generative AI tools were used during development to assist with the creation of some visual assets, text, audio, localization, and code. All AI-assisted content included in the game was reviewed and curated by the developer. No generative AI is used during gameplay.
Some character portraits in this game were created with the assistance of generative AI during development. All AI-assisted images were reviewed, edited, and approved by the development team before being included. The game contains no live generation features, and no AI content is generated dynamically during gameplay.
Generative AI tools were used during development to assist with localization, translation drafts, and selected promotional artwork. All AI-assisted content is pre-generated and reviewed before use. No generative AI is used at runtime.
Generative AI tools were used during development to assist in creating some pre-generated 3D assets. All AI-assisted content is created and reviewed during development. The game does not generate AI content during gameplay and does not connect to external AI services.
Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay.
Generative AI tools were used to assist with some of the game's artwork and translations. All content was directed, selected and edited by the developer. Nothing is generated while you play.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Artwork: cards, lobby illustrations and achievement icons were pregenerated with AI image tools and rewritten by hand. The visual style was reviewed and rewritten artist.
Text: The German and Italian localizations were made with AI translation.
Ludus Magna uses pre-generated, AI-assisted content created during development. This includes parts of the game's visual content such as character portraits, backgrounds and other illustrations, as well as AI-assisted text and localization. All content is selected, edited and reviewed by the developer before being included in the game. No generative AI content is created while the game is running.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
The store artwork and some store page text were created with the help of generative AI tools and reviewed and edited by the developer. ShelfSpace itself does not generate any content with AI while it runs.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
This game was made by a solo developer with the help of AI tools. Some of the pixel art was drawn by hand by the developer and then revised with AI tools. Other art (including the logo, interface icons, menu backgrounds and some terrain tiles) was created with an AI pixel-art tool and then edited by the developer. The music and sound effects are synthesized in code, and were composed and designed with the help of an AI assistant. Some in-game text, such as the Field Guide and tutorial tips, was drafted with AI assistance and edited by the developer. No AI is used while you play: nothing is generated live, and the game never connects to an AI service.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Signarchy was developed with the help of an AI coding assistant (Anthropic's Claude). It was used to write program code and to draft in-game text such as level descriptions, tutorial lines and translations. All of it was directed, reviewed, tested and edited by the developer.
The game itself contains no generative AI. Nothing is generated while you play: the traffic simulation is deterministic and runs entirely on your computer, without any connection to AI services. The 3D models are built procedurally from our own scripts, and road sign artwork follows official national standards.
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay.
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
Generative AI tools were used during development to create certain content included with the game:
Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures.
Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds.
Music: A portion of the in-game music was generated using AI music tools.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Parts of the game's code, interface art, store artwork and store text were created with the help of AI tools and then reviewed and edited by the developer. Nothing is generated by AI while you play.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
Generative AI tools were used to create store artwork and portions of in-game text, customer support dialogue, and German/English localization during development. Development also used AI-assisted programming. The current build does not generate content during gameplay or connect to an external AI service.
Generative AI was used to create promotional store artwork and assist with written store descriptions. The game includes Midnight Cocktails, an instrumental background-music track created with Suno. It contains no sung or spoken words.
This game uses generative AI tools for the creation of certain static visual assets, including background images, loading screens, character portraits, marketing materials, and depictions of aircraft.
Text content (both language editions and the store page) and graphics were created with the assistance of generative AI (Claude by Anthropic) and reviewed and approved by the developer. Sound effects are taken from a free online sound library (CC0 and CC BY) and are not AI-generated. The game does not generate any content with AI while running.
Generative AI tools were used during development to assist with the creation of some visual assets, text, audio, localization, and code. All AI-assisted content included in the game was reviewed and curated by the developer. No generative AI is used during gameplay.
Some character portraits in this game were created with the assistance of generative AI during development. All AI-assisted images were reviewed, edited, and approved by the development team before being included. The game contains no live generation features, and no AI content is generated dynamically during gameplay.
Generative AI tools were used during development to assist with localization, translation drafts, and selected promotional artwork. All AI-assisted content is pre-generated and reviewed before use. No generative AI is used at runtime.
Generative AI tools were used during development to assist in creating some pre-generated 3D assets. All AI-assisted content is created and reviewed during development. The game does not generate AI content during gameplay and does not connect to external AI services.
Pre-generated AI was used to create some promotional artwork for the Steam store page. All such assets are reviewed and selected by the developer before publication. The game does not use live-generated AI content during gameplay.
Generative AI tools were used to assist with some of the game's artwork and translations. All content was directed, selected and edited by the developer. Nothing is generated while you play.